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2004-12-14Small fixes for UI;Ton Roosendaal
- Add UV Sphere now aligns with view, as do all primitives - Small drawing error in edges between blender areas (black lines were 2 pixels too short) - Replaced the heuristics in opening sublevel menus, to be less frustrating. It now keeps sublevel open while mouse moves within the triangle defined by original mouse location (before moving) and the closest vertical edge of the new sub menu. Works nice for toolbox and pulldowns.
2004-11-29Fixed fgon issues;Ton Roosendaal
- removed rule restricting to co-planar fgons; isn't useful anyway. Now allows to fgonize the entire surface of a tube :) - Hide/Reveil fgons cleared fgon flags - Reveil ended with wrong selection status for verts/edges... solved with correctly using EM_select_edge and EM_select_face
2004-11-14- Added tooltips for Curve and MBall edit buttonsTon Roosendaal
- added undo-push for CTRL+click add vertex Mesh editmode
2004-11-04- Added proper undopush for 'apply object'Ton Roosendaal
- Added proper edgeflag test for knife - Fixed error in 'make face' for cases I again didn't foresee (ordering of vertices can be any, need to try 3 cases before rejecting)
2004-11-04- MBall displays smooth again in 3d win (coding nice smooth for curvesTon Roosendaal
borkened this... ) - Improved rule for adding face (FKEY); it now checks first for existance of 4 connected edges, if that exists a face is created anyway, otherwise it does the convex test. Alexander correctly noted that for subsurfs non-convex quads should be allowed anyway. Hope this rule satisfies it.
2004-11-03Two fixes;Ton Roosendaal
- The function "convex()" in editmesh_lib() actually did not deliver a proper test for convex at all. It was checking only if a quad could be subdivided into 2 trias. Code for adding face (FKEY) used this call in total confusing manner. That code was there in 1.40 already, cannot find any clue what it was supposed todo... :) Recoded convex() to deliver a proper test. FKEY will give warning on attempt to make convex faces now. - Added undo-free for editmode undo on file load
2004-11-02Wavk report #1730Ton Roosendaal
Mesh editmode, 'add face' didn't do an undopush
2004-10-29Two more wavk bugs (help he's pestering me!)Ton Roosendaal
- 1702; edge selection should be evaluated properly before adding face - 1704; crash in separate, two causes here: - separate didnt make selection flags consistant (needed badly there because of evil code) - after adding quad (Fkey) the face was not selected, but its vertices were... that can give bad bad crashes
2004-10-16Suggested by bug reporter; pressing Fkey to make a face, whilst theTon Roosendaal
selection already is 2 triangles, it should create a new face but remove the old triangles. It actually calls the 'ALT+J' command then (join triangles) While testing found out more cases where new selection flags were not properly used (join trias, beauty fill, flip edges, rotate edges)
2004-10-16Fix for #1650Ton Roosendaal
"Clear FGon" didn't call essential EM_fgon_flags(), to rebuild the lookup table codes for polygons. This causes former fgon faces to become not selectable
2004-10-16Bug fix 1649Ton Roosendaal
Add edge/face didn't use correct selection code yet.
2004-10-14minor fix, more a beauty glitch, bug 1612;Ton Roosendaal
when adding first ipo curve position, editmode on the curve shows weird handles, which solves when adding the next keys though... Fix is that it sets all handles on zero size now. (is auto-handle, so no harm done)
2004-10-10fixed subdividing bug with addfacelist(..) rule for edgesJens Ole Wund
still needs revision on bevel and rotate edge
2004-10-01Recoded how 'handles' were implemented; these were extra wireframe edgesTon Roosendaal
actually, adding vertices and edges to displist. Now the subsurfer gives editvertices a pointer to the subsurfed vertex location; allowing not only vertices in 'optimal' draw to show correct, but also gives proper handling of borderselect and lasso for edges. :)
2004-09-24New: Fake Polygons, or Face-polygons, or FGons nicked for now.Ton Roosendaal
Just select a bunch of faces (selection should be valid flat poly) and press FKEY. Works in fact as selection-group optimizing. Nice in solid drawmode! Further some small additional fixes in the whole debugging process. Found old error in loopselect for triangles, subdivision code, and selection still. NOTE: subdivide still works on vertex level only.
2004-09-24- basic code for fake-polygon support (called FGon in code). Disabled nowTon Roosendaal
- hide flags now save correctly in mesh, to restore after going in/out editmode - after an extrude, faces/edges could have wrong select flags (only in vertex select mode) - new rule for addfacelist(); this now copies edges too, if an example is provided. That prevents a lot of awkward code, still testing if it goes as desired though...
2004-09-24EditMesh refactory + undo recodeTon Roosendaal
The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-19Part one of editmesh.c refactoring. The huge file has been split inTon Roosendaal
logical parts, and include files altered to denote internal and external functions. include/editmesh.h: internal calls for editmesh_xxx.c files include/BIF_editmesh.h: external calls for these files src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI) src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI) src/editmesh_mods.c: selecting, transforming (UI) src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI) src/editmesh_tools.c: other tools (extrude, spin, etc) (UI) And a new file: src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)